/external/skia/src/core/ |
SkBlitter_ARGB32.cpp | 288 // we call this on the output from the shader 290 // we call this on the output from the shader + alpha from the aa buffer 340 SkShader* shader = fShader; local 384 shader->shadeSpan(x, y, device, width); 393 shader->shadeSpan(x, y, span, width); 401 shader->shadeSpan(x, y, span, width); 414 SkShader* shader = fShader; local 425 shader->shadeSpan(x, y, span, count); 450 // cool, have the shader draw right into the device 451 shader->shadeSpan(x, y, device, count) 518 SkShader* shader = fShader; local 547 SkShader* shader = fShader; local [all...] |
SkBlitter_Sprite.cpp | 51 // have wrapped the source bitmap inside a shader 63 paint and return null if it is set, forcing the client to take the slow shader case
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
Vertices.java | 54 Shader s = new BitmapShader(bm, Shader.TileMode.CLAMP, 55 Shader.TileMode.CLAMP);
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AlphaBitmap.java | 40 private Shader mShader; 72 null, Shader.TileMode.MIRROR);
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Xfermodes.java | 29 import android.graphics.Shader; 71 private Shader mBG; // background checker-board pattern 110 Shader.TileMode.REPEAT, 111 Shader.TileMode.REPEAT);
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/external/skia/gm/ |
shadertext3.cpp | 104 SkAutoTUnref<SkShader> shader(SkShader::CreateBitmapShader(bmp, 111 shader->setLocalMatrix(localM); 117 fillPaint.setShader(shader);
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/external/webkit/Source/ThirdParty/ANGLE/src/compiler/ |
BaseTypes.h | 98 // built-ins written by vertex shader 102 // built-ins read by fragment shader 107 // built-ins written by fragment shader
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/frameworks/base/graphics/java/android/renderscript/ |
ProgramFragment.java | 26 * <p>The RenderScript fragment program, also known as fragment shader is responsible 28 * shader string containing the program body, textures inputs, and a Type object 30 * when an allocation with constant input values is bound to the shader, its values
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/frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/ |
fill_test.rs | 59 // Default vertex shader 73 // Fragment shader with texture 111 // Fragment shader with texture
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/frameworks/base/libs/hwui/ |
Program.h | 213 * the fragment shader. When this method returns true, the program should 223 * the fragment shader. When this method returns true, the program should 308 * A program holds a vertex and a fragment shader. It offers several utility 369 * Sets the color associated with this shader. 415 * Compiles the specified shader of the specified type. 417 * @return The name of the compiled shader.
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
scenegraph_objects.rsh | 35 // Shader params that involve only data 41 // Shader params that involve camera 51 // Shader Params that only involve lights 177 // This represents the shader parameter data needed to set a float or transform data 189 // This represents a shader parameter that knows how to update itself for a given 190 // renderable or shader and contains a timestamp for the last time this buffer was updated
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/external/llvm/test/CodeGen/SI/ |
sanity.ll | 7 call void @llvm.AMDGPU.shader.type(i32 1) 31 declare void @llvm.AMDGPU.shader.type(i32)
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/external/skia/legacy/src/core/ |
SkBlitter_Sprite.cpp | 51 // have wrapped the source bitmap inside a shader 63 paint and return null if it is set, forcing the client to take the slow shader case
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/external/skia/tests/ |
BitmapHeapTest.cpp | 41 // Create a bitmap shader. 83 // Now attempt to flatten the shader again.
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
GLTextureViewActivity.java | 312 int shader = glCreateShader(type); local 314 glShaderSource(shader, source); 317 glCompileShader(shader); 321 glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0); 323 String error = glGetShaderInfoLog(shader); 324 Log.d(LOG_TAG, "Error while compiling shader:\n" + error); 325 glDeleteShader(shader); 329 return shader;
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/frameworks/base/tests/RenderScriptTests/FountainFbo/src/com/example/android/rs/fountainfbo/ |
FountainFboRS.java | 60 /* Second fragment shader to use a texture (framebuffer object) to draw with */ 64 /* Set the fragment shader in the Renderscript runtime */
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/frameworks/native/opengl/libs/GLES2/ |
gl3_api.in | 4 void API_ENTRY(glAttachShader)(GLuint program, GLuint shader) { 5 CALL_GL_API(glAttachShader, program, shader); 61 void API_ENTRY(glCompileShader)(GLuint shader) { 62 CALL_GL_API(glCompileShader, shader); 97 void API_ENTRY(glDeleteShader)(GLuint shader) { 98 CALL_GL_API(glDeleteShader, shader); 112 void API_ENTRY(glDetachShader)(GLuint program, GLuint shader) { 113 CALL_GL_API(glDetachShader, program, shader); 202 void API_ENTRY(glGetShaderiv)(GLuint shader, GLenum pname, GLint* params) { 203 CALL_GL_API(glGetShaderiv, shader, pname, params) [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
Interpolator_ResultTest.java | 21 import android.graphics.Shader.TileMode;
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/cts/tests/tests/opengl/libopengltest/ |
attach_shader_eleven.cpp | 39 LOGI("Attached Shader First element : %d\n", *shaders);
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attach_shader_five.cpp | 38 LOGI("Attached Shader First element : %d\n", *shaders);
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attach_shader_four.cpp | 34 LOGI("Attached Shader First element : %d\n", *shaders);
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attach_shader_one.cpp | 55 LOGI("Attached Shader First elemt : %d\n", *shaders);
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attach_shader_two.cpp | 40 LOGI("Attached Shader First element : %d\n", *shaders);
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererNineShaderTest.java | 34 //Invalid shader with value 0
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/device/generic/goldfish/opengl/system/GLESv2_enc/ |
GL2Encoder.h | 120 static void s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); 143 static void s_glDeleteShader(void *self, GLuint shader); 146 static void s_glAttachShader(void *self, GLuint program, GLuint shader); 149 static void s_glDetachShader(void *self, GLuint program, GLuint shader);
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